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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Siege immunity abuse?
EmoNagger
Member
Years ago when I was playing a browser game call Utopia where kingdom vs kingdom throw their resources at each other to gain more land/honor. One of the strategy people will do is FAKE war, because if 2 kingdom are at war with either other they can not be declared to war by other 3rd kingdom, so they will use this period of time to build up, chill and do anything BUT fight each other, since fake war is an agreement between players and is under the table of game design.
Back to AoC topic.... I was reading https://ashes101.com/pvp#castles and read the following "If a Node survives a siege, it gains an immunity to further sieges for a period of ten times the declaration time." What is to stop 2 neighbor nodes to fake war each other to give themselves immune to war for X days from other sieges?
edit: add stuff.
Back to AoC topic.... I was reading https://ashes101.com/pvp#castles and read the following "If a Node survives a siege, it gains an immunity to further sieges for a period of ten times the declaration time." What is to stop 2 neighbor nodes to fake war each other to give themselves immune to war for X days from other sieges?
edit: add stuff.
1
Comments
@EmoNagger
This doesn't work in Ashes of Creation for the sole reason, that anybody can join the rank of attackers.
Your friend Node B can declare a War on you, but the entire server can join the attacker side, not just Node B. The only thing Node B accomplished is, that the people that actually want to Siege Node A wouldn't have to farm the resources to prepare the siege scroll, so they actually helped the potential attacker.
TL/Dr No fake declarations.
So to go through the trouble of working up the resources and doing the quests/prerequisites of a siege... when a siege isn't really wanted... just to gain the benefit of not getting sieged for a period of time... is counter-productive in my opinion.
I think it's far better to save your time, effort, and resources to build your nodes defenses. Work with your node neighbors to help each other out if one of them is sieged. Don't go through the leg work of kicking off a siege, force other people to do that first. Because I guarantee you, once a siege is announced and is kicked off, everyone who can is going to come join in on the fun.
I know I will
That's castle sieges. No player cap has ever been confirmed for node sieges, ever.
nodes =/= castles
node sieges =/= castle sieges
2 completely different things
Questing and resources are going to be the real hurdle for sieges. If it takes your guild a month to coordinate all the resources to siege and another week to get the "attack" certificate, I doubt I will be seeing your guild sieging but once a month. These are made up numbers, we don't know. But, what we do know... It's not just a click of a button.
One abuse I do see is; dummy siege's. One guild setting up a siege, then loose siege, so their friend node can't be attacked, because of cool down between siege rule. Well, if it takes my whole guild 30+ days to get a siege certificate and wood, chances are it ain't happening. I'd rather spend that time sieging a node, not faking one.
All you need is a large enough number of people to join and do nothing and the siege will be massively gimped.
Nodes declare WARS on each others , wars don't destroy nodes , it's a objective base event.
If they make it work as guild wars , there may not be limits on how much wars can be declare on one node, there would be only a rise in the cost to declare war on a node that's already in war.
There hasn't be monsion of any immunity period on regarde of WARS.
So there will not be gaming of this mechanic this way.
again, we do not know of any player cap in the node sieges as of now.
Let's cross that bridge when we have more information.
All the work to build it up, gone. All the work to start the siege, gone.
And everyone else (and their pet) thanks you for your effort at destroying yourself.